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"Converting Crossfire scenarios with Moving Clock to IGOUGO" Topic


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Comments or corrections?

stenicplus08 Jun 2012 3:47 a.m. PST

I'm using a scenario from Hit The Dirt but with BGPG II rules, the scenario has the Moving Clock whereby at the end of each British initiative a roll of 5+ on a D6 advances the clock half an hour. The scenario has the battle starting at 1400 and ending at 1900, so 5hrs long.

Since BGPG uses a standard IGOUGO and each turn could be up to 15mins I'm thinking just use that so allow 20 turns. But this does seem a tad generous to the attacker.

Any one done this and got advice on it?

Ta in advance.

Steve

Dynaman878908 Jun 2012 5:07 a.m. PST

Chop it down to 10 turns. Your players will do the max they can each turn (as they should) but during a 5 hour battle there would have been a few lulls in the action that are not normally represented in a game. If BGPG allows for units to get disorganized then perhaps the 20 turns is needed though.

Faustnik pt08 Jun 2012 9:14 a.m. PST

We do use the moving clock system, and we don't play Crossfire.

Just on the end of each turn, roll the dice, and check as you will do on Crossfire.

We simply tend to use the «Roll a D6: 1-3 no time advance, 4-6 it advances x min»

A+

Faustnik

kevanG12 Jun 2012 3:59 p.m. PST

Crossfire would average 30 'turns' or initiatives per side for this scenario, but each turn is only half to a third of the initiatives in BGPG. So I would suggest that the 10-14 turns is about right for BGPG,

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